ACE3/addons/medical/functions/fnc_handleDamage_advanced.sqf

64 lines
2.2 KiB
Plaintext

/*
* Author: Glowbal
* Advanced HandleDamage EH function.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter <OBJECT>
* 4: Projectile <STRING>
* 5: Hit part index of the hit point <NUMBER>
* 6: Current damage to be returned <NUMBER>
*
* //On 1.63 dev:
* 6: Shooter? <OBJECT>
* 7: Current damage to be returned <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfProjectile", "_hitPointNumber", "_newDamage"];
//Temp fix for 1.63 handleDamage changes
if (_newDamage isEqualType objNull) then {
_newDamage = _this select 7;
};
private _part = [_selectionName] call FUNC(selectionNameToNumber);
if (_part < 0) exitWith {};
private _hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
// Sorting out the damage
private _damageBodyParts = _unit getVariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]];
_damageBodyParts set [_part, (_damageBodyParts select _part) + _newDamage];
_unit setVariable [QGVAR(bodyPartStatus), _damageBodyParts, true];
private _typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage);
[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds);
// TODO Disabled until implemented fully
//if (GVAR(enableAirway)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_airway);
//};
//if (GVAR(enableFractures)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_fractures);
//};
//if (GVAR(enableInternalBleeding)) then {
// [_unit,_selectionName,_newDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleDamage_internalInjuries);
//};
if (alive _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
// If it reaches this, we can assume that the hit did not kill this unit, as this function is called 3 frames after the damage has been passed.
if ([_unit, _part, if (_part > 1) then {_newDamage * 1.3} else {_newDamage * 2}] call FUNC(determineIfFatal)) then {
[_unit] call FUNC(setUnconscious);
};
};